ThreePipe
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    Class RootScene<TE>

    Type Parameters

    Hierarchy

    Implements

    Index

    Constructors

    Properties

    assetType: "model" = ...
    autoDisposeSceneMaps: boolean = true

    Calls dispose on current old environment map, background map when it is changed. Runtime only (not serialized)

    background: null | ITexture<TextureEventMap> | Color | "environment" = null

    Defines the background of the scene.

    Valid inputs are:

    • A THREE.Color | Color for defining a uniform colored background.
    • A THREE.Texture | Texture for defining a (flat) textured background.
    • Texture cubes (THREE.CubeTexture | CubeTexture) or equirectangular textures for defining a skybox.
    • A value 'environment' will force the background to be same as environment.

    null

    backgroundColor: null | Color = null

    Custom property for background tint, or just background color rendered in the shader

    backgroundIntensity: number = 1

    The intensity for the background color and map.

    backgroundRotation: Euler

    The rotation of the background in radians. Only influences environment maps assigned to .background. Default is (0,0,0).

    backgroundTonemap: boolean = true

    Enable/Disable tonemapping selectively for the background. Note - This requires both TonemapPlugin and GBufferPlugin or DepthBufferPlugin to be in the viewer to work.

    Array with object's children.

    THREE.Object3DGroup | Group for info on manually grouping objects.

    []

    defaultCamera: ICamera

    The default camera in the scene. This camera is always in the scene and used by default if no camera is set as main. It is also saved along with the scene JSON and shown in the UI. This is added to the scene root, hence not saved in the glTF when a scene glb is exported.

    environment: null | ITexture<TextureEventMap> = null

    The default environment map used when rendering materials in the scene

    environmentIntensity: number = 1

    The intensity for the environment light.

    environmentRotation: Euler

    The rotation of the environment map in radians. Only influences physical materials in the scene when .environment is used. Default is (0,0,0).

    fixedEnvMapDirection: boolean = false

    Fixed direction environment reflections irrespective of camera position.

    getObjectById: (
        id: number,
    ) =>
        | undefined
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >

    Searches through an object and its children, starting with the object itself, and returns the first with a matching id.

    Type declaration

    Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

    id

    getObjectByName: (
        name: string,
    ) =>
        | undefined
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >

    Searches through an object and its children, starting with the object itself, and returns the first with a matching name.

    Type declaration

    Note that for most objects the name is an empty string by default You will have to set it manually to make use of this method.

    getObjectByProperty: (
        name: string,
        value: string,
    ) =>
        | undefined
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >

    Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

    Type declaration

    isRootScene: true
    modelRoot: IObject3D

    The root object where all imported objects are added.

    objectProcessor?: IObjectProcessor
    parent:
        | null
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >

    Object's parent in the scene graph.

    An object can have at most one parent.

    null

    refreshUi: any = ...
    textureSlots: Record<string, ITexture> = {}

    Extra textures/envmaps that can be used by objects/materials/plugins and will be serialized.

    traverse: (callback: (object: IObject3D) => void) => void

    Executes the callback on this object and all descendants.

    Type declaration

      • (callback: (object: IObject3D) => void): void
      • Parameters

        • callback: (object: IObject3D) => void

          A function with as first argument an Object3D object.

        Returns void

    Note: Modifying the scene graph inside the callback is discouraged.

    traverseAncestors: (callback: (object: IObject3D) => void) => void

    Executes the callback on all ancestors.

    Type declaration

      • (callback: (object: IObject3D) => void): void
      • Parameters

        • callback: (object: IObject3D) => void

          A function with as first argument an Object3D object.

        Returns void

    Note: Modifying the scene graph inside the callback is discouraged.

    traverseModels: any = ...

    Traverse only upgraded objects with extra options

    visible: traverse only visible objects, widgets: traverse widgets also

    traverseVisible: (callback: (object: IObject3D) => void) => void

    Like traverse, but the callback will only be executed for visible objects

    Type declaration

      • (callback: (object: IObject3D) => void): void
      • Parameters

        • callback: (object: IObject3D) => void

          A function with as first argument an Object3D object.

        Returns void

    Descendants of invisible objects are not traversed. Note: Modifying the scene graph inside the callback is discouraged.

    uiConfig: UiObjectConfig

    Accessors

    Methods

    • Parameters

      • dispose: boolean = false
      • setDirty: boolean = true

      Returns void

    • For Programmatically toggling autoNearFar. This property is not supposed to be in the UI or serialized. Use camera.userData.autoNearFar for UI and serialization This is used in PickingPlugin, editor plugins autoNearFar will still be disabled if this is true and camera.userData.autoNearFar is false

      Parameters

      • id: string = 'default'

      Returns void

    • Parameters

      • setDirty: boolean = true
      • clear: boolean = true

      Returns void

    • Dispose and optionally remove all textures set directly on this scene.

      Parameters

      • clear: boolean = true

      Returns void

    • Refreshes the scene active camera near far values, based on the scene bounding box. This is called automatically every time the camera fov is updated.

      Returns boolean

    • Returns the bounding box of the whole scene (model root and other meta objects). To get the bounds of just the objects added by the user(not by plugins) use new Box3B().expandByObject(scene.modelRoot)

      Parameters

      • precise: boolean = false
      • ignoreInvisible: boolean = true
      • ignoreWidgets: boolean = true
      • OptionalignoreObject: (obj: Object3D) => boolean

      Returns Box3B

    • Similar to getBounds, but returns the bounding box of just the modelRoot.

      Parameters

      • precise: boolean = false
      • ignoreInvisible: boolean = true
      • ignoreWidgets: boolean = true
      • OptionalignoreObject: (obj: Object3D) => boolean

      Returns Box3B

    • Refreshes the scene active camera near far values, based on the scene bounding box. This is called automatically every time the camera is updated.

      Parameters

      • setDirty: boolean = true

      Returns boolean

    • Parameters

      • Optionalevent: Partial<({ object: IObject3D<IObject3DEventMap, IGeometry<NormalBufferAttributes, BufferGeometryEventMap> | undefined, IMaterial<...> | ... 1 more ... | undefined>; geometry: IGeometry<...>; bubbleToParent: boolean; } & AnyOptions & { ...; }) | ({ ...; } & Omit<...>) | { ...; }> & ISceneSetDirtyOptions & { ...; }

      Returns this

    • Parameters

      • rootObject: undefined | Object3D<Object3DEventMap> = undefined

        The object to point at.

      • centerOffset: Vector3 = ...

        The distance offset from the object to point at.

      • targetOffset: Vector3 = ...

        The distance offset for the target from the center of object to point at.

      Returns void

      Sets the camera pointing towards the object at a specific distance.

    • Sets the backgroundColor property from a string, number or Color, and updates the scene. Note that when setting a Color object, it will be cloned.

      Parameters

      • color: null | string | number | Color

      Returns void

    • Equivalent to setDirty({refreshScene: true}), dispatches 'sceneUpdate' event with the specified options.

      Parameters

      Returns this

      use refreshScene

    • Parameters

      • material: {
            defines: Record<string, string | number | undefined>;
            uniforms: { [name: string]: IUniform<any> };
        }

      Returns this